diff options
author | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
---|---|---|
committer | daegaladh <daegaladh@54d463be-8e91-2dee-dedb-b68131a5f0ec> | 2012-08-01 04:29:56 +0000 |
commit | 8832adba3ec9df0f7f890154f69f0993b8d1d8e5 (patch) | |
tree | 0e73afe6a780abf29fe035301f1354f24762da7a /npc/quests/first_class/tu_ma_th01.txt | |
parent | fa533907d49c7e288be33efb55fcb094f8e48591 (diff) | |
download | hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.gz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.bz2 hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.tar.xz hercules-8832adba3ec9df0f7f890154f69f0993b8d1d8e5.zip |
Full npc folder reorganization. (I hope I didn't break anything D:)
-Now common scripts goes to the main npc folder, and pre-re-only/re-only ones goes to their respective folders.
-NPCs with practically the same script but little differences have been left in the main folder and uses the command checkre() for the differences.
-For those NPCs with different coordinates but same script, the script has been left in the main folder but the NPCs splitted as duplicates.
-All pre-renewal files has been reverted back to their pre-renewal behavior.
TODO:
-Correct pre-re quest rewards.
-Check for pre-re/re differences in mapflags.
git-svn-id: https://rathena.svn.sourceforge.net/svnroot/rathena/trunk@16545 54d463be-8e91-2dee-dedb-b68131a5f0ec
Diffstat (limited to 'npc/quests/first_class/tu_ma_th01.txt')
-rw-r--r-- | npc/quests/first_class/tu_ma_th01.txt | 1337 |
1 files changed, 1337 insertions, 0 deletions
diff --git a/npc/quests/first_class/tu_ma_th01.txt b/npc/quests/first_class/tu_ma_th01.txt new file mode 100644 index 000000000..0399a5112 --- /dev/null +++ b/npc/quests/first_class/tu_ma_th01.txt @@ -0,0 +1,1337 @@ +//===== rAthena Script ======================================= +//= Theif Mage Quest Story Mode +//===== By: ================================================== +//= Fix up by Jukka +//===== Current Version: ===================================== +//= 1.3 +//===== Compatible With: ===================================== +//= rAthena SVN (Testet in Trunk 88xx) +//===== Description: ========================================= +//= +//===== Additional Comments: ================================= +//= 1.0 Fully working +//= 1.1 optimized [Lupus] +//= TODO: Test, Add correct misceffects numbers +//= 1.2 Changed "battle_trace" to "Trace of Battle". [L0ne_W0lf] +//= 1.3 Misc. updates. [L0ne_W0lf] +//============================================================ + + +//=================================================Battle Traces 1==================================================== +moc_fild12,166,369,0 script Trace of Battle#1 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 5){ + mes "^3355FFYou find traces of poison"; + mes "used in a battle. You sense"; + mes "its potency and decide not"; + mes "to get too close to it.^000000"; + close; + } else if(tu_thief01 == 5){ + mes "^3355FFYou find traces of poison"; + mes "used in a battle. A feeling"; + mes "of acute dizziness overcomes"; + mes "you after examining the scene.^000000"; + set tu_thief01, 6; + sc_start SC_Poison,60000,0; + specialeffect EF_VENOMDUST2; + close; + } else if(tu_thief01 == 6){ + mes "^3355FFYou find traces of poison"; + mes "used in a battle. A feeling"; + mes "of acute dizziness overcomes"; + mes "you after examining the scene.^000000"; + sc_start SC_Poison,60000,0; + specialeffect EF_VENOMDUST2; + close; + } else if(tu_thief01 == 7){ + mes "^3355FFYou find traces of poison"; + mes "used in a battle. You sense"; + mes "its potency and decide not"; + mes "to get too close to it.^000000"; + close; + } else if(tu_thief01 == 8){ + mes "^3355FFThere are traces of a battle"; + mes "that seem to be leading in"; + mes "different directions. From the"; + mes "peculiar smell that permeates"; + mes "the area, it seems that some"; + mes "kind of lethal poison was used.^000000"; + next; + mes "^3355FFStill..."; + mes "The trail of this"; + mes "battle decidedly"; + mes "heads southward.^000000"; + set tu_thief01, 9; + close; + } else { + mes "^3355FFYou find signs of"; + mes "a heated pursuit"; + mes "that head south."; + close; + } + } + if(BaseClass == Job_Mage){ + if(tu_magician01 < 8){ + mes "^3355FFYou find traces of poison"; + mes "used in a battle. You sense"; + mes "its potency and decide not"; + mes "to get too close to it.^000000"; + specialeffect EF_VENOMDUST2; + close; + } else if(tu_magician01 == 8){ + mes "^3355FFThere are traces of a battle"; + mes "that seem to be leading in"; + mes "different directions. From the"; + mes "peculiar smell that permeates"; + mes "the area, it seems that some"; + mes "kind of lethal poison was used.^000000"; + next; + mes "^3355FFStill..."; + mes "The trail of this"; + mes "battle decidedly"; + mes "heads southward.^000000"; + set tu_magician01, 9; + close; + } else { + mes "^3355FFYou find signs of"; + mes "a heated pursuit"; + mes "that head south."; + close; + } + } + mes "^3355FFThere are signs that show"; + mes "that some violent scuffle"; + mes "might have occurred here,"; + mes "but you can't tell what had"; + mes "happened exactly...^000000"; + close; +} + +//=================================================Battle Traces 2==================================================== +moc_fild12,173,215,0 script Trace of Battle#2 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 9){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else if(tu_thief01 == 9){ + mes "^3355FFYou've found traces"; + mes "of the pursuit which"; + mes "continue eastward.^000000"; + set tu_thief01, 10; + close; + } else { + mes "^3355FFThese traces of"; + mes "the pursuit lead"; + mes "towards the east.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 9){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else if(tu_magician01 == 9){ + mes "^3355FFYou've found traces"; + mes "of the pursuit which"; + mes "continue eastward.^000000"; + set tu_magician01, 10; + close; + } else { + mes "^3355FFThese traces of"; + mes "the pursuit lead"; + mes "towards the east.^000000"; + close; + } + } + mes "^3355FFThere are signs that show"; + mes "that some violent scuffle"; + mes "might have occurred here,"; + mes "but you can't tell what had"; + mes "happened exactly...^000000"; + close; +} + +//=================================================Battle Traces 3==================================================== +moc_fild12,276,165,0 script Trace of Battle#3 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 10){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else if(tu_thief01 == 10){ + mes "^3355FFYou examine these traces"; + mes "and notice that one set of"; + mes "footprints looks almost too"; + mes "pronounced, as if it had been"; + mes "made for somebody to find.^000000"; + set tu_thief01, 11; + close; + } else { + mes "^3355FFIt's a very"; + mes "strange looking"; + mes "set of footprints.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 10){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else if(tu_magician01 == 10){ + mes "^3355FFYou examine these traces"; + mes "and notice that one set of"; + mes "footprints looks almost too"; + mes "pronounced, as if it had been"; + mes "made for somebody to find.^000000"; + set tu_magician01, 11; + close; + } else { + mes "^3355FFIt's a very"; + mes "strange looking"; + mes "set of footprints.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 4==================================================== +moc_fild11,39,163,0 script Trace of Battle#4 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 11){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else if(tu_thief01 == 11){ + mes "^3355FFFrom these traces,"; + mes "you see that another"; + mes "set of footprints has"; + mes "been added. It looks like"; + mes "someone } else got involved."; + mes "These prints are distinctly"; + mes "clearer and much smaller.^000000"; + set tu_thief01, 12; + close; + } else { + mes "^3355FFFrom these traces,"; + mes "you see that another"; + mes "person has gotten involved"; + mes "in this heated scuffle.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 11){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else if(tu_magician01 == 11){ + mes "^3355FFFrom these traces,"; + mes "you see that another"; + mes "set of footprints has"; + mes "been added. It looks like"; + mes "someone } else got involved."; + mes "These prints are distinctly"; + mes "clearer and much smaller.^000000"; + set tu_magician01, 12; + close; + } else { + mes "^3355FFFrom these traces,"; + mes "you see that another"; + mes "person has gotten involved"; + mes "in this heated scuffle.^000000"; + close; + } + } + mes "^3355FFThere are signs that show"; + mes "that some violent scuffle"; + mes "might have occurred here,"; + mes "but you can't tell what had"; + mes "happened exactly...^000000"; + close; +} + +//=================================================Battle Traces 5==================================================== +moc_fild11,205,52,0 script Trace of Battle#5 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 12){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else if(tu_thief01 == 12){ + mes "^3355FFThe traces of the battle"; + mes "now split and head towards"; + mes "the north and south. However,^000000"; + if(countitem(506) == 0){ + mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000"; + close; + } else { + mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000"; + next; + mes "^3355FFFortunately, you can"; + mes "temporarily nullify the"; + mes "poison by using one"; + mes "of your Green Potions.^000000"; + next; + switch(select("Use Green Potion.:Don't use it.")){ + case 1: + mes "^3355FFThe poison weakens"; + mes "and some of it evaporates,"; + mes "revealing a piece of cloth that"; + mes "was hidden in that puddle.^000000"; + next; + switch(select("Don't investigate.:Investigate.")){ + case 1: + mes "["+strcharinfo(0)+"]"; + mes "A piece of cloth"; + mes "is nothing to be"; + mes "concerned about."; + close; + break; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "Hey... There's"; + mes "blood on this cloth"; + mes "and some writing on"; + mes "it that I can't recognize."; + mes "Hopefully, this'll provide"; + mes "some sort of clue to all this?"; + set tu_thief01, 13; + next; + mes "^3355FFYou take the piece"; + mes "of cloth from the puddle"; + mes "of poison and keep it with you.^000000"; + close; + break; + } + break; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "Hmm..."; + mes "It'll probably be"; + mes "faster if I follow this"; + mes "trail, rather than stop to"; + mes "investigate this scene."; + close; + break; + } + } + } else { + mes "^3355FFYou can't find"; + mes "anything } else here,"; + mes "aside from the traces"; + mes "that split and lead both"; + mes "northward and southward.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 12){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else if(tu_magician01 == 12){ + mes "^3355FFThe traces of the battle"; + mes "now split and head towards"; + mes "the north and south. However,^000000"; + if(countitem(506) == 0){ + mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000"; + close; + } else { + mes "^3355FFthere is a puddle of strong poison that you must neutralize before you can investigate this scene.^000000"; + next; + mes "^3355FFFortunately, you can"; + mes "temporarily nullify the"; + mes "poison by using one"; + mes "of your Green Potions.^000000"; + next; + switch(select("Use Green Potion.:Don't use it.")){ + case 1: + mes "^3355FFThe poison weakens"; + mes "and some of it evaporates,"; + mes "revealing a piece of cloth that"; + mes "was hidden in that puddle.^000000"; + next; + switch(select("Don't investigate.:Investigate.")){ + case 1: + mes "["+strcharinfo(0)+"]"; + mes "A piece of cloth"; + mes "is nothing to be"; + mes "concerned about."; + close; + break; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "Hey... There's"; + mes "blood on this cloth"; + mes "and some writing on"; + mes "it that I can't recognize."; + mes "Hopefully, this'll provide"; + mes "some sort of clue to all this?"; + set tu_magician01,13; + next; + mes "^3355FFYou take the piece"; + mes "of cloth from the puddle"; + mes "of poison and keep it with you.^000000"; + close; + break; + } + break; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "Hmm..."; + mes "It'll probably be"; + mes "faster if I follow this"; + mes "trail, rather than stop to"; + mes "investigate this scene."; + close; + break; + } + } + } else { + mes "^3355FFYou can't find"; + mes "anything } else here,"; + mes "aside from the traces"; + mes "that split and lead both"; + mes "northward and southward.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 6==================================================== +moc_fild11,226,235,0 script Trace of Battle#6 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 13){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else { + mes "^3355FFThese footprints"; + mes "look like they're"; + mes "heading towards the"; + mes "north from the south."; + mes "But you can't really"; + mes "be sure just yet.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 13){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else { + mes "^3355FFThese footprints"; + mes "look like they're"; + mes "heading towards the"; + mes "north from the south."; + mes "But you can't really"; + mes "be sure just yet.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 7==================================================== +moc_fild11,184,342,0 script Trace of Battle#7 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 13){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else { + mes "^3355FFThe trail here looks pretty"; + mes "muddled, since it looks like"; + mes "they battled here for quite a"; + mes "while. But the footprints are"; + mes "definitely heading south.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 13){ + mes "^3355FFThere are signs"; + mes "that many people"; + mes "have traveled through"; + mes "this particular area.^000000"; + close; + } else { + mes "^3355FFThe trail here looks pretty"; + mes "muddled, since it looks like"; + mes "they battled here for quite a"; + mes "while. But the footprints are"; + mes "definitely heading south.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 8==================================================== +moc_fild17,213,358,0 script Trace of Battle#8 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 13){ + mes "^3355FFThere are two"; + mes "distinct sets of"; + mes "footprints in this"; + mes "area, but they don't"; + mes "hold any significance"; + mes "right about now.^000000"; + close; + } else if(tu_thief01 == 13){ + mes "^3355FFAround here, it"; + mes "looks like there are"; + mes "only two sets of footprints."; + mes "What happened to the other"; + mes "set that you found earlier?^000000"; + set tu_thief01, 14; + close; + } else { + mes "^3355FFFrom the evidence"; + mes "that you've found here,"; + mes "it looks like the battle"; + mes "involves only two people"; + mes "from this point onward.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 13){ + mes "^3355FFThere are two"; + mes "distinct sets of"; + mes "footprints in this"; + mes "area, but they don't"; + mes "hold any significance"; + mes "right about now.^000000"; + close; + } else if(tu_magician01 == 13){ + mes "^3355FFAround here, it"; + mes "looks like there are"; + mes "only two sets of footprints."; + mes "What happened to the other"; + mes "set that you found earlier?^000000"; + set tu_magician01, 14; + close; + } else { + mes "^3355FFFrom the evidence"; + mes "that you've found here,"; + mes "it looks like the battle"; + mes "involves only two people"; + mes "from this point onward.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 9==================================================== +moc_fild17,228,274,0 script Trace of Battle#9 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 14){ + mes "^3355FFTraces of some"; + mes "sort of battle are"; + mes "scattered all over"; + mes "this particular area.^000000"; + close; + } else if(tu_thief01 == 14){ + mes "^3355FFYou follow the trail"; + mes "and although traces from"; + mes "the north and southeast mix"; + mes "together, it looks like the battle continues towards the east."; + mes "But you should check this"; + mes "spot a little bit more...^000000"; + set tu_thief01, 15; + close; + } else if(tu_thief01 == 15){ + set .@seek_tm, rand(1,10); + if(.@seek_tm == 7){ + mes "^3355FFAfter investigating this"; + mes "area more thoroughly,"; + mes "you find another piece of"; + mes "cloth stained with blood."; + mes "You decide to keep it with"; + mes "you, hoping that it will"; + mes "provide more clues.^000000"; + set tu_thief01, 16; + close; + } else { + mes "^3355FFYou don't find anything,"; + mes "but you still can't shake"; + mes "the feeling that there is"; + mes "some important clue that"; + mes "you have to find here. It won't hurt to keep investigating here.^000000"; + close; + } + } else { + mes "^3355FFYou better continue"; + mes "following this trail"; + mes "which leads westward.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 14){ + mes "^3355FFTraces of some"; + mes "sort of battle are"; + mes "scattered all over"; + mes "this particular area.^000000"; + close; + } else if(tu_magician01 == 14){ + mes "^3355FFYou follow the trail"; + mes "and although traces from"; + mes "the north and southeast mix"; + mes "together, it looks like the battle continues towards the east."; + mes "But you should check this"; + mes "spot a little bit more...^000000"; + set tu_magician01, 15; + close; + } else if(tu_magician01 == 15){ + set .@seek_tm1, rand(1,10); + if(.@seek_tm1 == 7){ + mes "^3355FFAfter investigating this"; + mes "area more thoroughly,"; + mes "you find another piece of"; + mes "cloth stained with blood."; + mes "You decide to keep it with"; + mes "you, hoping that it will"; + mes "provide more clues.^000000"; + set tu_magician01, 16; + close; + } else { + mes "^3355FFYou don't find anything,"; + mes "but you still can't shake"; + mes "the feeling that there is"; + mes "some important clue that"; + mes "you have to find here. It won't hurt to keep investigating here.^000000"; + close; + } + } else { + mes "^3355FFYou better continue"; + mes "following this trail"; + mes "which leads westward.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 10==================================================== +moc_fild17,34,292,0 script Trace of Battle#10 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 16){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_thief01 == 16){ + mes "^3355FFThe lead set of footprints,"; + mes "probably belonging to the one"; + mes "who was being pursued, look"; + mes "more erratic, as if exhaustion"; + mes "and desperation were setting in. These traces lead to the west.^000000"; + set tu_thief01, 17; + close; + } else { + mes "^3355FFThe trail from"; + mes "this point heads"; + mes "towards the west.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 16){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_magician01 == 16){ + mes "^3355FFThe lead set of footprints,"; + mes "probably belonging to the one"; + mes "who was being pursued, look"; + mes "more erratic, as if exhaustion"; + mes "and desperation were setting in. These traces lead to the west.^000000"; + set tu_magician01, 17; + close; + } else { + mes "^3355FFThe trail from"; + mes "this point heads"; + mes "towards the west.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 11==================================================== +moc_fild18,346,296,0 script Trace of Battle#11 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 17){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_thief01 == 17){ + mes "^3355FFFollowing the"; + mes "trail, you see signs"; + mes "that blood was spilled"; + mes "in this area. It looks like"; + mes "someone was injured"; + mes "pretty badly around here.^000000"; + set tu_thief01, 18; + close; + } else { + mes "^3355FFSince someone involved"; + mes "in this conflict was bleeding,"; + mes "further traces of this pursuit"; + mes "might be easier to find now.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 17){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_magician01 == 17){ + mes "^3355FFFollowing the"; + mes "trail, you see signs"; + mes "that blood was spilled"; + mes "in this area. It looks like"; + mes "someone was injured"; + mes "pretty badly around here.^000000"; + set tu_magician01, 18; + close; + } else { + mes "^3355FFSince someone involved"; + mes "in this conflict was bleeding,"; + mes "further traces of this pursuit"; + mes "might be easier to find now.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 12==================================================== +moc_fild18,309,257,0 script Trace of Battle#12 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 18){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_thief01 == 18){ + mes "^3355FFThese traces lead"; + mes "northward and it looks"; + mes "like whoever is doing"; + mes "the chasing is getting"; + mes "much closer to his prey.^000000"; + set tu_thief01, 19; + close; + } else { + mes "^3355FFThe trail of this"; + mes "pursuit now leads"; + mes "towards the north.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 18){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_magician01 == 18){ + mes "^3355FFThese traces lead"; + mes "northward and it looks"; + mes "like whoever is doing"; + mes "the chasing is getting"; + mes "much closer to his prey.^000000"; + set tu_magician01, 19; + close; + } else { + mes "^3355FFThe trail of this"; + mes "pursuit now leads"; + mes "towards the north.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 13==================================================== +moc_fild18,177,333,0 script Trace of Battle#13 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 19){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_thief01 == 19){ + mes "^3355FFJudging from these"; + mes "traces, it looks like"; + mes "even more people have"; + mes "joined the battle which"; + mes "now seems to be leading"; + mes "in the southwest direction.^000000"; + set tu_thief01, 20; + close; + } else { + mes "^3355FFIt looks like"; + mes "the battle heads"; + mes "towards the southwest"; + mes "from this particular point.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 19){ + mes "A large group of people seem to have gone by."; + close; + } else if(tu_magician01 == 19){ + mes "^3355FFJudging from these"; + mes "traces, it looks like"; + mes "even more people have"; + mes "joined the battle which"; + mes "now seems to be leading"; + mes "in the southwest direction.^000000"; + set tu_magician01, 20; + close; + } else { + mes "^3355FFIt looks like"; + mes "the battle heads"; + mes "towards the southwest"; + mes "from this particular point.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 14==================================================== +moc_fild18,111,303,0 script Trace of Battle#14 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 20){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_thief01 == 20){ + mes "^3355FFIn this area, it looks"; + mes "like even more people"; + mes "joined in this battle and"; + mes "the pursuit clearly heads"; + mes "towards the south.^000000"; + set tu_thief01, 21; + close; + } else { + mes "^3355FFThe trail of"; + mes "this battle heads"; + mes "towards the south.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 20){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_magician01 == 20){ + mes "^3355FFIn this area, it looks"; + mes "like even more people"; + mes "joined in this battle and"; + mes "the pursuit clearly heads"; + mes "towards the south.^000000"; + set tu_magician01, 21; + close; + } else { + mes "^3355FFThe trail of"; + mes "this battle heads"; + mes "towards the south.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 15==================================================== +moc_fild18,109,197,0 script Trace of Battle#15 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 21){ + mes "^3355FFThere are signs"; + mes "showing that a lot"; + mes "of people were in"; + mes "this area earlier.^000000"; + close; + } else if(tu_thief01 == 21){ + mes "^3355FFThis area is clearly"; + mes "marked with signs"; + mes "of a violent battle, with"; + mes "traces of poison strewn"; + mes "all over the ground.^000000"; + next; + switch(select("Continue following the traces.:Further investigate the area.")){ + case 1: + mes "^3355FFYou examine the"; + mes "trail, but can't really"; + mes "discern the direction"; + mes "in which the battle"; + mes "continues...^000000"; + close; + break; + case 2: + mes "^3355FFYou find a bunch of"; + mes "traps that use different"; + mes "kinds of poison. The ones"; + mes "that have been set off are"; + mes "mixed with the ones which"; + mes "haven't been triggered.^000000"; + set tu_thief01, 22; + close; + break; + } + } else if(tu_thief01 == 22){ + set .@trap_tm, rand(1,3); + if(.@trap_tm == 3){ + mes "^3355FFOne trap in particular"; + mes "stands out to you more"; + mes "than the rest. Perhaps"; + mes "you should pour some"; + mes "Green Potion on it to"; + mes "neutralize it first.^000000"; + next; + switch(select("Pour Green Potion.:Don't use Green Potion.")){ + case 1: + if(countitem(506) < 1){ + mes "^3355FFUnfortunately, you"; + mes "don't have a Green"; + mes "Potion that you can"; + mes "use to pour on this trap...^000000"; + close; + } else { + mes "^3355FFPouring that"; + mes "Green Potion didn't"; + mes "really make anything"; + mes "happen. Perhaps you"; + mes "should try something else.^000000"; + delitem 506,1; //Green_Potion + set tu_thief01, 23; + close; + } + break; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "I guess..."; + mes "I'll try investigating"; + mes "this area a little more?"; + close; + break; + } + } else { + mes "^3355FFBy sheer accident,"; + mes "you set off one of"; + mes "the traps in the area.^000000"; + sc_start SC_Poison,60000,0; + specialeffect EF_VENOMDUST2; + percentheal -30,0; + close; + } + } else if(tu_thief01 == 23){ + if(countitem(511) > 0 || countitem(716) > 0){ + if(countitem(511) > 0 && countitem(716) > 0){ + mes "^3355FFYou try grinding"; + mes "a Green Herb and"; + mes "sprinkling it on the"; + mes "trap and then place"; + mes "a Red Gemstone on it."; + mes "The gem glows and"; + mes "slowly melts away...^000000"; + next; + mes "^3355FFAlthough you don't"; + mes "fully understand the"; + mes "science of using poisons"; + mes "or antidotes, you managed"; + mes "to successfully dismantle"; + mes "the trap. Now you can safely"; + mes "check what might be inside.^000000"; + delitem 511,1; //Green_Herb + delitem 716,1; //Red_Gemstone + set tu_thief01, 24; + close; + } else if(countitem(511) > 0){ + mes "^3355FFYou should try to"; + mes "dismantle this trap"; + mes "by using other catalysts"; + mes "related to the curing or"; + mes "use of poison. You do have"; + mes "a Green Herb on you, so you"; + mes "try sprinkling it on the trap.^000000"; + next; + mes "^3355FFHowever, nothing"; + mes "happens. It seems that"; + mes "you need another catalyst"; + mes "in addition to the Green Herb"; + mes "that you have in order to"; + mes "dismantle this trap.^000000"; + close; + } else { + mes "^3355FFYou should try to"; + mes "dismantle this trap"; + mes "by using other catalysts"; + mes "related to the curing or use"; + mes "of poison. You do have a"; + mes "Red Gemstone, so you grind"; + mes "it and sprinkle it on the trap.^000000"; + next; + mes "^3355FFHowever, nothing"; + mes "happens. It seems that"; + mes "you need another catalyst to"; + mes "use with the Red Gemstone"; + mes "that you have in order to"; + mes "dismantle this trap.^000000"; + close; + } + } else { + mes "^3355FFYou should try to"; + mes "dismantle this trap"; + mes "by using other catalysts"; + mes "related to the curing or"; + mes "use of poison. But what"; + mes "items should you bring?^000000"; + close; + } + } else if(tu_thief01 == 24){ + mes "^3355FFInside the dismantled"; + mes "trap, you find another"; + mes "piece of strange cloth"; + mes "that's stained with blood."; + mes "You take it with you in"; + mes "hopes that it provides"; + mes "some kind of evidence.^000000"; + set tu_thief01, 25; + close; + } else { + mes "^3355FFYou examine the area"; + mes "a little further and guess"; + mes "that the battle might head"; + mes "towards the south.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 21){ + mes "A large group of people seem to have gone by."; + close; + } else if(tu_magician01 == 21){ + mes "^3355FFThis area is clearly"; + mes "marked with signs"; + mes "of a violent battle, with"; + mes "traces of poison strewn"; + mes "all over the ground.^000000"; + next; + switch(select("Continue following the traces.:Further investigate the area.")){ + case 1: + mes "^3355FFYou examine the"; + mes "trail, but can't really"; + mes "discern the direction"; + mes "in which the battle"; + mes "continues...^000000"; + close; + break; + case 2: + mes "^3355FFYou find a bunch of"; + mes "traps that use different"; + mes "kinds of poison. The ones"; + mes "that have been set off are"; + mes "mixed with the ones which"; + mes "haven't been triggered.^000000"; + set tu_magician01, 22; + close; + break; + } + } else if(tu_magician01 == 22){ + set .@trap_tm, rand(1,3); + if(.@trap_tm == 3){ + mes "^3355FFOne trap in particular"; + mes "stands out to you more"; + mes "than the rest. Perhaps"; + mes "you should pour some"; + mes "Green Potion on it to"; + mes "neutralize it first.^000000"; + next; + switch(select("Pour Green Potion.:Don't use Green Potion.")){ + case 1: + if(countitem(506) < 1){ + mes "^3355FFUnfortunately, you"; + mes "don't have a Green"; + mes "Potion that you can"; + mes "use to pour on this trap...^000000"; + close; + } else { + mes "^3355FFPouring that"; + mes "Green Potion didn't"; + mes "really make anything"; + mes "happen. Perhaps you"; + mes "should try something else.^000000"; + delitem 506,1; //Green_Potion + set tu_magician01, 23; + close; + } + break; + case 2: + mes "["+strcharinfo(0)+"]"; + mes "I guess..."; + mes "I'll try investigating"; + mes "this area a little more?"; + close; + break; + } + } else { + mes "^3355FFBy sheer accident,"; + mes "you set off one of"; + mes "the traps in the area.^000000"; + sc_start SC_Poison,60000,0; + specialeffect EF_VENOMDUST2; + percentheal -30,0; + close; + } + } else if(tu_magician01 == 23){ + if(countitem(511) > 0 || countitem(716) > 0){ + if(countitem(511) > 0 && countitem(716) > 0){ + mes "^3355FFYou try grinding"; + mes "a Green Herb and"; + mes "sprinkling it on the"; + mes "trap and then place"; + mes "a Red Gemstone on it."; + mes "The gem glows and"; + mes "slowly melts away...^000000"; + next; + mes "^3355FFAlthough you don't"; + mes "fully understand the"; + mes "science of using poisons"; + mes "or antidotes, you managed"; + mes "to successfully dismantle"; + mes "the trap. Now you can safely"; + mes "check what might be inside.^000000"; + delitem 511,1; //Green_Herb + delitem 716,1; //Red_Gemstone + set tu_magician01, 24; + close; + } else if(countitem(511) > 0){ + mes "^3355FFYou should try to"; + mes "dismantle this trap"; + mes "by using other catalysts"; + mes "related to the curing or"; + mes "use of poison. You do have"; + mes "a Green Herb on you, so you"; + mes "try sprinkling it on the trap.^000000"; + next; + mes "^3355FFHowever, nothing"; + mes "happens. It seems that"; + mes "you need another catalyst"; + mes "in addition to the Green Herb"; + mes "that you have in order to"; + mes "dismantle this trap.^000000"; + close; + } else { + mes "^3355FFYou should try to"; + mes "dismantle this trap"; + mes "by using other catalysts"; + mes "related to the curing or use"; + mes "of poison. You do have a"; + mes "Red Gemstone, so you grind"; + mes "it and sprinkle it on the trap.^000000"; + next; + mes "^3355FFHowever, nothing"; + mes "happens. It seems that"; + mes "you need another catalyst to"; + mes "use with the Red Gemstone"; + mes "that you have in order to"; + mes "dismantle this trap.^000000"; + close; + } + } else { + mes "^3355FFYou should try to"; + mes "dismantle this trap"; + mes "by using other catalysts"; + mes "related to the curing or"; + mes "use of poison. But what"; + mes "items should you bring?^000000"; + close; + } + } else if(tu_magician01 == 24){ + mes "^3355FFInside the dismantled"; + mes "trap, you find another"; + mes "piece of strange cloth"; + mes "that's stained with blood."; + mes "You take it with you in"; + mes "hopes that it provides"; + mes "some kind of evidence.^000000"; + set tu_magician01, 25; + close; + } else { + mes "^3355FFYou examine the area"; + mes "a little further and guess"; + mes "that the battle might head"; + mes "towards the south.^000000"; + close; + } + + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} + +//=================================================Battle Traces 16==================================================== +moc_fild18,156,96,0 script Trace of Battle#16 844,{ + if(BaseClass == Job_Thief){ + if(tu_thief01 < 25){ + mes "^3355FFThere are signs"; + mes "that a large group"; + mes "of people have been in"; + mes "this area for some reason.^000000"; + close; + } else if(tu_thief01 == 25){ + mes "^3355FFThese traces lead"; + mes "to the edge of the cliff."; + mes "marking the end of the trail."; + mes "Apparently, the one who was"; + mes "being chased met his fate here.^000000"; + next; + mes "^3355FFThere are many footprints"; + mes "leading to the edge of the"; + mes "cliff and all of them leave"; + mes "this scene, save for the set"; + mes "of footprints that distinctly"; + mes "belong to the person who"; + mes "was pursued all this time...^3355FF"; + next; + mes "^3355FFIt looks like you've"; + mes "learned all that you can"; + mes "from this investigation. You"; + mes "better return and report your"; + mes "findings to Yierhan soon.^000000"; + set tu_thief01, 26; + close; + } else { + mes "^3355FFThis is the end"; + mes "of the trail. There"; + mes "aren't any more traces"; + mes "of the battle left to find.^000000"; + close; + } + } else if(BaseClass == Job_Mage){ + if(tu_magician01 < 25){ + mes "^3355FFThere are signs"; + mes "that a large group"; + mes "of people have been in"; + mes "this area for some reason.^000000"; + close; + } else if(tu_magician01 == 25){ + mes "^3355FFThese traces lead"; + mes "to the edge of the cliff."; + mes "marking the end of the trail."; + mes "Apparently, the one who was"; + mes "being chased met his fate here.^000000"; + next; + mes "^3355FFThere are many footprints"; + mes "leading to the edge of the"; + mes "cliff and all of them leave"; + mes "this scene, save for the set"; + mes "of footprints that distinctly"; + mes "belong to the person who"; + mes "was pursued all this time...^3355FF"; + next; + mes "^3355FFIt looks like you've"; + mes "learned all that you can"; + mes "from this investigation. You"; + mes "better return and report your"; + mes "findings to Yierhan soon.^000000"; + set tu_magician01, 26; + close; + } else { + mes "^3355FFThis is the end"; + mes "of the trail. There"; + mes "aren't any more traces"; + mes "of the battle left to find.^000000"; + close; + } + } + mes "^3355FFThese look like"; + mes "traces of some kind"; + mes "of pursuit or battle, but"; + mes "you can't really tell for sure.^000000"; + close; +} |